webgl_camera_cinematic.html 6.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - camera cinematic</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #fff;
  11. color: #000;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive cubes
  21. </div>
  22. <!-- Import maps polyfill -->
  23. <!-- Remove this when import maps will be widely supported -->
  24. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  25. <script type="importmap">
  26. {
  27. "imports": {
  28. "three": "../build/three.module.js",
  29. "three/addons/": "./jsm/"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three';
  35. import Stats from 'three/addons/libs/stats.module.js';
  36. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  37. import { CinematicCamera } from 'three/addons/cameras/CinematicCamera.js';
  38. let camera, scene, raycaster, renderer, stats;
  39. const mouse = new THREE.Vector2();
  40. let INTERSECTED;
  41. const radius = 100;
  42. let theta = 0;
  43. init();
  44. animate();
  45. function init() {
  46. camera = new CinematicCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
  47. camera.setLens( 5 );
  48. camera.position.set( 2, 1, 500 );
  49. scene = new THREE.Scene();
  50. scene.background = new THREE.Color( 0xf0f0f0 );
  51. scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
  52. const light = new THREE.DirectionalLight( 0xffffff, 0.35 );
  53. light.position.set( 1, 1, 1 ).normalize();
  54. scene.add( light );
  55. const geometry = new THREE.BoxGeometry( 20, 20, 20 );
  56. for ( let i = 0; i < 1500; i ++ ) {
  57. const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  58. object.position.x = Math.random() * 800 - 400;
  59. object.position.y = Math.random() * 800 - 400;
  60. object.position.z = Math.random() * 800 - 400;
  61. scene.add( object );
  62. }
  63. raycaster = new THREE.Raycaster();
  64. renderer = new THREE.WebGLRenderer( { antialias: true } );
  65. renderer.setPixelRatio( window.devicePixelRatio );
  66. renderer.setSize( window.innerWidth, window.innerHeight );
  67. document.body.appendChild( renderer.domElement );
  68. stats = new Stats();
  69. document.body.appendChild( stats.dom );
  70. document.addEventListener( 'mousemove', onDocumentMouseMove );
  71. window.addEventListener( 'resize', onWindowResize );
  72. const effectController = {
  73. focalLength: 15,
  74. // jsDepthCalculation: true,
  75. // shaderFocus: false,
  76. //
  77. fstop: 2.8,
  78. // maxblur: 1.0,
  79. //
  80. showFocus: false,
  81. focalDepth: 3,
  82. // manualdof: false,
  83. // vignetting: false,
  84. // depthblur: false,
  85. //
  86. // threshold: 0.5,
  87. // gain: 2.0,
  88. // bias: 0.5,
  89. // fringe: 0.7,
  90. //
  91. // focalLength: 35,
  92. // noise: true,
  93. // pentagon: false,
  94. //
  95. // dithering: 0.0001
  96. };
  97. const matChanger = function ( ) {
  98. for ( const e in effectController ) {
  99. if ( e in camera.postprocessing.bokeh_uniforms ) {
  100. camera.postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
  101. }
  102. }
  103. camera.postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
  104. camera.postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
  105. camera.setLens( effectController.focalLength, camera.frameHeight, effectController.fstop, camera.coc );
  106. effectController[ 'focalDepth' ] = camera.postprocessing.bokeh_uniforms[ 'focalDepth' ].value;
  107. };
  108. //
  109. const gui = new GUI();
  110. gui.add( effectController, 'focalLength', 1, 135, 0.01 ).onChange( matChanger );
  111. gui.add( effectController, 'fstop', 1.8, 22, 0.01 ).onChange( matChanger );
  112. gui.add( effectController, 'focalDepth', 0.1, 100, 0.001 ).onChange( matChanger );
  113. gui.add( effectController, 'showFocus', true ).onChange( matChanger );
  114. matChanger();
  115. window.addEventListener( 'resize', onWindowResize );
  116. }
  117. function onWindowResize() {
  118. camera.aspect = window.innerWidth / window.innerHeight;
  119. camera.updateProjectionMatrix();
  120. renderer.setSize( window.innerWidth, window.innerHeight );
  121. }
  122. function onDocumentMouseMove( event ) {
  123. event.preventDefault();
  124. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  125. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  126. }
  127. function animate() {
  128. requestAnimationFrame( animate, renderer.domElement );
  129. render();
  130. stats.update();
  131. }
  132. function render() {
  133. theta += 0.1;
  134. camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
  135. camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
  136. camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
  137. camera.lookAt( scene.position );
  138. camera.updateMatrixWorld();
  139. // find intersections
  140. raycaster.setFromCamera( mouse, camera );
  141. const intersects = raycaster.intersectObjects( scene.children, false );
  142. if ( intersects.length > 0 ) {
  143. const targetDistance = intersects[ 0 ].distance;
  144. camera.focusAt( targetDistance ); // using Cinematic camera focusAt method
  145. if ( INTERSECTED != intersects[ 0 ].object ) {
  146. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  147. INTERSECTED = intersects[ 0 ].object;
  148. INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
  149. INTERSECTED.material.emissive.setHex( 0xff0000 );
  150. }
  151. } else {
  152. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  153. INTERSECTED = null;
  154. }
  155. //
  156. if ( camera.postprocessing.enabled ) {
  157. camera.renderCinematic( scene, renderer );
  158. } else {
  159. scene.overrideMaterial = null;
  160. renderer.clear();
  161. renderer.render( scene, camera );
  162. }
  163. }
  164. </script>
  165. </body>
  166. </html>